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slowTimeZone; // Use this for initialization void Start () { @@ -31,16 +34,25 @@ void Update () { if (moveRight) { - transform.localScale = new Vector3(-.5f, .5f, .5f) ; - GetComponent().velocity = new Vector2(moveSpeed * timeManager.scalingFactor, GetComponent().velocity.y); + transform.localScale = new Vector3(-0.5f, 0.5f, 0.5f); + GetComponent().velocity = new Vector2(moveSpeed * timeManager.scalingFactor * timeScalingFactor, GetComponent().velocity.y); + spriteRenderer.flipX = true; } else { - transform.localScale = new Vector3(.5f, .5f, .5f); - GetComponent().velocity = new Vector2(-moveSpeed * timeManager.scalingFactor, GetComponent().velocity.y); + transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); + GetComponent().velocity = new Vector2(-moveSpeed * timeManager.scalingFactor * timeScalingFactor, GetComponent().velocity.y); + spriteRenderer.flipX = false; } } + + public void UpdateScale(float scale) + { + timeScalingFactor = scale; + } + + } diff --git a/Project Chronograph/Assets/Scripts/Enemy Scripts/FollowMovement.cs b/Project Chronograph/Assets/Scripts/Enemy Scripts/FollowMovement.cs index 054d945..37e20fc 100644 --- a/Project Chronograph/Assets/Scripts/Enemy Scripts/FollowMovement.cs +++ b/Project Chronograph/Assets/Scripts/Enemy Scripts/FollowMovement.cs @@ -13,6 +13,8 @@ public class FollowMovement : MonoBehaviour { public bool followOnLookAway; private SpriteRenderer spriteRenderer; + private float timeScalingFactor = 1.0f; + // Use this for initialization void Start () { thePlayer = FindObjectOfType(); @@ -28,7 +30,7 @@ void Update () { { if (playerInRange) { - transform.position = Vector3.MoveTowards(transform.position, thePlayer.transform.position, moveSpeed * timeManager.customDeltaTime); + transform.position = Vector3.MoveTowards(transform.position, thePlayer.transform.position, moveSpeed * timeManager.customDeltaTime * timeScalingFactor); return; } } @@ -43,4 +45,8 @@ void Update () { spriteRenderer.flipX = true; } } + public void UpdateScale(float scale) + { + timeScalingFactor = scale; + } } diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs b/Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs new file mode 100644 index 0000000..0dd21d9 --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs @@ -0,0 +1,111 @@ +using UnityEngine; + +[System.Serializable] +public class Sound +{ + + public string name; + public AudioClip clip; + + [Range(0f, 1f)] + public float volume = 0.7f; + [Range(0f, 1.5f)] + public float pitch = 1f; + + [Range(0f, 0.5f)] + public float randomVolume = 0.1f; + [Range(0f, 0.5f)] + public float randomPitch = 0.1f; + + public bool loop = false; + + private AudioSource source; + + public void SetSource(AudioSource _source) + { + source = _source; + source.clip = clip; + source.loop = loop; + } + + public void Play() + { + source.volume = volume * (1 + Random.Range(-randomVolume / 2f, randomVolume / 2f)); + source.pitch = pitch * (1 + Random.Range(-randomPitch / 2f, randomPitch / 2f)); + source.Play(); + } + + public void Stop() + { + source.Stop(); + } + +} + +public class AudioManager : MonoBehaviour +{ + + public static AudioManager Instance; + + [SerializeField] + Sound[] sounds; + + void Awake() + { + + if (Instance != null) + { + if (Instance == this) + { + DestroyImmediate(this.gameObject); + } + + } + else + { + Instance = this; + DontDestroyOnLoad(this); + } + + } + + void Start() + { + for (int i = 0; i < sounds.Length; i++) + { + GameObject _go = new GameObject("Sound" + i + "_" + sounds[i].name); + sounds[i].SetSource(_go.AddComponent()); + } + + PlaySound("Music"); + } + + public void PlaySound(string _name) + { + for (int i = 0; i < sounds.Length; i++) + { + if (sounds[i].name == _name) + { + sounds[i].Play(); + return; + } + } + //for when there is no sound with _name + Debug.LogWarning("AudioManager: Sound not found in list," + _name); + + } + public void StopSound(string _name) + { + for (int i = 0; i < sounds.Length; i++) + { + if (sounds[i].name == _name) + { + sounds[i].Stop(); + return; + } + } + //for when there is no sound with _name + Debug.LogWarning("AudioManager: Sound not found in list," + _name); + + } +} diff --git a/Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs.meta b/Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs.meta similarity index 83% rename from Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs.meta rename to Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs.meta index af52b9d..68b5363 100644 --- a/Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs.meta +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/AudioManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 7e439b9dab1fe477c9e99cdcc61b6a22 +guid: 2d6cc2e3dac626541a3b2d4f61bfb908 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMovement.cs b/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMovement.cs index 333c228..774c0b4 100644 --- a/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMovement.cs +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMovement.cs @@ -16,8 +16,10 @@ public class PlatformMovement : MonoBehaviour { public int pointSelection; - // Use this for initialization - void Start () { + private float timeScalingFactor = 1.0f; + + // Use this for initialization + void Start () { currentPoint = points[pointSelection]; @@ -25,7 +27,8 @@ void Start () { // Update is called once per frame void Update () { - platform.transform.position = Vector3.MoveTowards(platform.transform.position, currentPoint.position, timeManager.customDeltaTime * moveSpeed); + + platform.transform.position = Vector3.MoveTowards(platform.transform.position, currentPoint.position, timeManager.customDeltaTime * moveSpeed * timeScalingFactor); if (platform.transform.position == currentPoint.position) { @@ -40,6 +43,11 @@ void Update () { currentPoint = points[pointSelection]; } - } + } + + public void UpdateScale(float scale) + { + timeScalingFactor = scale; + } } diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMover.cs b/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMover.cs index b8d3ff5..0f89b46 100644 --- a/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMover.cs +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/PlatformMover.cs @@ -1,17 +1,17 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlatformMover : MonoBehaviour { - - [SerializeField] - private Vector2 dir; - [SerializeField] - private float radius; - [SerializeField] - private float speed; - - private Vector2 center; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class PlatformMover : MonoBehaviour { + + [SerializeField] + private Vector2 dir; + [SerializeField] + private float radius; + [SerializeField] + private float speed; + + private Vector2 center; private float timer; public TimeManager timeManager; @@ -19,13 +19,13 @@ public class PlatformMover : MonoBehaviour { // Use this for initialization - void Start () { - center = transform.position; - } - - // Update is called once per frame - void Update () { - timer += timeManager.customDeltaTime; - transform.position = center + dir * Mathf.Sin(timer * speed) * radius; - } -} + void Start () { + center = transform.position; + } + + // Update is called once per frame + void Update () { + timer += timeManager.customDeltaTime; + transform.position = center + dir * Mathf.Sin(timer * speed) * radius; + } +} diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs b/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs new file mode 100644 index 0000000..a2ec211 --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs @@ -0,0 +1,12 @@ +//From this guide: https://pixelnest.io/tutorials/2d-game-unity/parallax-scrolling/ + +using UnityEngine; + +public static class RendererExtensions +{ + public static bool IsVisisbleFrom(this Renderer renderer, Camera camera) + { + Plane[] planes = GeometryUtility.CalculateFrustumPlanes(camera); + return GeometryUtility.TestPlanesAABB(planes, renderer.bounds); + } +} \ No newline at end of file diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs.meta b/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs.meta new file mode 100644 index 0000000..1ea9eec --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/RendererExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f73d2384258cbdb428b005d5cf433e6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs b/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs new file mode 100644 index 0000000..92764fb --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs @@ -0,0 +1,149 @@ +//Mostly from this guide: https://pixelnest.io/tutorials/2d-game-unity/parallax-scrolling/ + +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +/// +/// WHAT NEEDS TO HAPPEN NOW +/// +/// 1. We need to base the scrolling off of the player's movement one way or another +/// 2. The 'recycled' part of the scrolling background needs to reiterate itself for both +x & -x +/// 3. Probably more than the previous two because this is some H E A D Y ass code +/// + +//Parallax scrolling; should be assigned to a layer +public class ScrollingScript : MonoBehaviour +{ + /// + /// Public Variables + /// + public Vector2 speed; //Scrolling Speed + public Vector2 direction; //Direction to scroll (values should be -1, 0, or 1) + + public bool isLinkedToCamera; //Movement should be applied to cam + public bool isLooping = false; //For infinite backgrounds + public bool movesWithCam; + + /// + /// Private Variables + /// + private List backgroundPart; //List of children with a renderer + + private Transform cam; //Main cam's transform + + private Vector3 previousCamPos; //Main cam's position last frame + + private void Start() + { + //Infinite BG only + if (isLooping) + { + //Get all children of layer with a renderer + backgroundPart = new List(); + + for (int i = 0; i < transform.childCount; i++) + { + Transform child = transform.GetChild(i); + SpriteRenderer r = child.GetComponent(); + + //Add only visible children + if(r != null) + { + backgroundPart.Add(r); + } + } + //Sort by position, get children from left to right + //Otherwise we would need more conditions + backgroundPart = backgroundPart.OrderBy( + t => t.transform.position.x + ).ToList(); + } + + //BG follows cam only + if (movesWithCam) + { + cam = Camera.main.transform; + previousCamPos = cam.position; + } + } + + void FixedUpdate() + { + if (movesWithCam) + { + //Multiply cam position diff by speed to create differing speeds with cam + float parallax = (previousCamPos.x - cam.position.x) * speed.x; + + transform.position = new Vector3(transform.position.x + parallax, transform.position.y, transform.position.z); + } + } + + void Update () + { + + if(!movesWithCam) + { + //Movement + Vector3 movement = new Vector3( + speed.x * direction.x, + speed.y * direction.y, + 0.0f); + + movement *= Time.deltaTime; + transform.Translate(movement); + + //Move camera + if (isLinkedToCamera) + { + Camera.main.transform.Translate(movement); + } + } + + //Making the loop + if (isLooping) + { + //Get first object, list is from left to right (transform.x) + SpriteRenderer firstChild = backgroundPart.FirstOrDefault(); + SpriteRenderer lastChild = backgroundPart.LastOrDefault(); + + if (firstChild != null) + { + //Check if child is before the camera + //Test position first b/c IsVisibleFrom is thicc + if (firstChild.transform.position.x < Camera.main.transform.position.x) + { + //If child is already left of cam, we test if it's completely out and needs to be re-appended + if(!firstChild.IsVisisbleFrom(Camera.main)) + { + Vector3 lastPosition = lastChild.transform.position; + Vector3 lastSize = (lastChild.bounds.max - lastChild.bounds.min); + + //Set position of recycled child AFTER last child + //This is only horizontal scrolling (can be modified) + firstChild.transform.position = new Vector3(lastPosition.x + lastSize.x, firstChild.transform.position.y, firstChild.transform.position.z); + + //Recycled child set to last position of backgroundPart list + backgroundPart.Remove(firstChild); + backgroundPart.Add(firstChild); + } + } + //Essentially same as before, but for the opposite side + else if (lastChild.transform.position.x > Camera.main.transform.position.x) + { + if (!lastChild.IsVisisbleFrom(Camera.main)) + { + Vector3 firstPosition = firstChild.transform.position; + Vector3 firstSize = (firstChild.bounds.max - firstChild.bounds.min); + + lastChild.transform.position = new Vector3(firstPosition.x - firstSize.x, lastChild.transform.position.y, lastChild.transform.position.z); + + backgroundPart.Remove(lastChild); + backgroundPart.Insert(0, lastChild); + } + } + } + } + } +} diff --git a/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs.meta b/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs.meta new file mode 100644 index 0000000..9ad19b8 --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Environment Scripts/ScrollingScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a40b4e3233232247834c9f0bc288fc9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project Chronograph/Assets/Scripts/Level Scripts/Checkpoint.cs b/Project Chronograph/Assets/Scripts/Level Scripts/Checkpoint.cs index 834d90c..44884fb 100644 --- a/Project Chronograph/Assets/Scripts/Level Scripts/Checkpoint.cs +++ b/Project Chronograph/Assets/Scripts/Level Scripts/Checkpoint.cs @@ -18,7 +18,7 @@ void Update () { } void OnTriggerEnter2D(Collider2D other) { - if (other.name == "RaycastPlayer") + if (other.name == "Player") { levelManager.currentCheckpoint = gameObject; } diff --git a/Project Chronograph/Assets/Scripts/Level Scripts/LevelManager.cs b/Project Chronograph/Assets/Scripts/Level Scripts/LevelManager.cs index 7cc22c6..cfaf7aa 100644 --- a/Project Chronograph/Assets/Scripts/Level Scripts/LevelManager.cs +++ b/Project Chronograph/Assets/Scripts/Level Scripts/LevelManager.cs @@ -1,6 +1,8 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.SceneManagement; + public class LevelManager : MonoBehaviour { @@ -36,7 +38,12 @@ public IEnumerator RespawnPlayerCo() player.GetComponent().enabled = true; healthManager.FullHp(); player.transform.position = currentCheckpoint.transform.position; - + //hardRestartGame(); } + + /*void hardRestartGame() + { + SceneManager.LoadScene(SceneManager.GetActiveScene().name); + }*/ } diff --git a/Project Chronograph/Assets/Scripts/Player Scripts/PlayerAttack.cs b/Project Chronograph/Assets/Scripts/Player Scripts/PlayerAttack.cs index 97305a4..86eec6b 100644 --- a/Project Chronograph/Assets/Scripts/Player Scripts/PlayerAttack.cs +++ b/Project Chronograph/Assets/Scripts/Player Scripts/PlayerAttack.cs @@ -12,14 +12,20 @@ public class PlayerAttack : MonoBehaviour { public Animator animator; public bool attacking = false; public RaycastPlayerController playerCont; + public string attackSwingSound = "AttackPress"; + //Caching AudioManager + AudioManager audioManager; private void Start() - { - //GameObject player = GameObject.Find("RaycastPlayer"); - //RaycastPlayerController playerCont = player.GetComponent(); - //playerCont.canMove = false; + { + + audioManager = AudioManager.Instance; + if (audioManager == null) + { + Debug.LogError("No AudioManager found. Go find it."); + } } @@ -27,8 +33,11 @@ private void Update() { if(timeBtwAttack <= 0){ //then you can attack - if(Input.GetButtonDown("Attack") && !attacking){ - attacking = true; + if(Input.GetButton("Attack") && !attacking) + { + //play a sound + audioManager.PlaySound(attackSwingSound); + attacking = true; timeBtwAttack = startTimeBtwAttack; Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(attackPos.position, attackRange, whatIsEnemies); for (int i = 0; i < enemiesToDamage.Length; i++) @@ -36,7 +45,7 @@ private void Update() enemiesToDamage[i].GetComponent().giveDamage(Damage); } - + } } diff --git a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastCheckTouching.cs b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastCheckTouching.cs index 3738df3..cf23ef9 100644 --- a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastCheckTouching.cs +++ b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastCheckTouching.cs @@ -1,52 +1,52 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + public class RaycastCheckTouching { - private Vector2 raycastDirection; - private Vector2[] offsetPoints; - private LayerMask layerMask; - private float raycastLength; - - - /*parallel inset and perpendicular offset also help with positioning the starting points of our raycasts. - in this case, they are zero because our player doesn't seem to need it. They're pretty much there in case - we need them in the future*/ - public RaycastCheckTouching(Vector2 start, Vector2 end, Vector2 dir, LayerMask mask, Vector2 parallelInset, Vector2 perpendicularInset, float checkLength) - { - this.raycastDirection = dir; - - this.offsetPoints = new Vector2[] { + private Vector2 raycastDirection; + private Vector2[] offsetPoints; + private LayerMask layerMask; + private float raycastLength; + + + /*parallel inset and perpendicular offset also help with positioning the starting points of our raycasts. + in this case, they are zero because our player doesn't seem to need it. They're pretty much there in case + we need them in the future*/ + public RaycastCheckTouching(Vector2 start, Vector2 end, Vector2 dir, LayerMask mask, Vector2 parallelInset, Vector2 perpendicularInset, float checkLength) + { + this.raycastDirection = dir; + + this.offsetPoints = new Vector2[] { start + parallelInset + perpendicularInset, - end - parallelInset + perpendicularInset}; - this.raycastLength = perpendicularInset.magnitude + checkLength; - this.layerMask = mask; + end - parallelInset + perpendicularInset}; + this.raycastLength = perpendicularInset.magnitude + checkLength; + this.layerMask = mask; } - //a copy of the movement raycast function that just checks if you're hitting something and returns what you hit, so you + //a copy of the movement raycast function that just checks if you're hitting something and returns what you hit, so you //can move with platforms public Collider2D DoRaycast(Vector2 origin) - { + { foreach (var offset in offsetPoints) - { - RaycastHit2D hit = Raycast(origin + offset, raycastDirection, raycastLength, layerMask); - + { + RaycastHit2D hit = Raycast(origin + offset, raycastDirection, raycastLength, layerMask); + if (hit.collider != null) - { - return hit.collider; - } - - } - return null; - } - + { + return hit.collider; + } + + } + return null; + } + private RaycastHit2D Raycast(Vector2 start, Vector2 dir, float len, LayerMask mask) - { - Debug.DrawLine(start, start + dir * len, Color.red); - return Physics2D.Raycast(start, dir, len, mask); + { + Debug.DrawLine(start, start + dir * len, Color.red); + return Physics2D.Raycast(start, dir, len, mask); } -} +} diff --git a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastMoveDirection.cs b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastMoveDirection.cs index f608fe9..cc084a5 100644 --- a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastMoveDirection.cs +++ b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastMoveDirection.cs @@ -1,33 +1,33 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class RaycastMoveDirection { - - - private Vector2 raycastDirection; - private Vector2[] offsetPoints; - private LayerMask layerMask; - private float addLength; - - - //parallel inset and perpendicular offset also help with positioning the starting points of our raycasts. +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RaycastMoveDirection { + + + private Vector2 raycastDirection; + private Vector2[] offsetPoints; + private LayerMask layerMask; + private float addLength; + + + //parallel inset and perpendicular offset also help with positioning the starting points of our raycasts. public RaycastMoveDirection(Vector2 start, Vector2 end, Vector2 dir, LayerMask mask, Vector2 parallelInset, Vector2 perpendicularInset) - { - this.raycastDirection = dir; - - this.offsetPoints = new Vector2[] { - start + parallelInset + perpendicularInset, - end - parallelInset + perpendicularInset}; - this.addLength = perpendicularInset.magnitude; - this.layerMask = mask; - } - - - - public float DoRaycast(Vector2 origin, float distance) { - float minDistance = distance; - foreach(var offset in offsetPoints){ + { + this.raycastDirection = dir; + + this.offsetPoints = new Vector2[] { + start + parallelInset + perpendicularInset, + end - parallelInset + perpendicularInset}; + this.addLength = perpendicularInset.magnitude; + this.layerMask = mask; + } + + + + public float DoRaycast(Vector2 origin, float distance) { + float minDistance = distance; + foreach(var offset in offsetPoints){ RaycastHit2D hit = Raycast(origin + offset, raycastDirection, distance + addLength, layerMask); if (hit.collider != null) { @@ -46,4 +46,4 @@ private RaycastHit2D Raycast(Vector2 start, Vector2 dir, float len, LayerMask ma return Physics2D.Raycast(start, dir, len, mask); } -} +} \ No newline at end of file diff --git a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastPlayerController.cs b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastPlayerController.cs index d17d84a..b6931a9 100644 --- a/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastPlayerController.cs +++ b/Project Chronograph/Assets/Scripts/Player Scripts/Raycast Scripts/RaycastPlayerController.cs @@ -78,22 +78,22 @@ private enum JumpState{ public PlayerAttack playerAttack; - public TimeManager timeManager; + public TimeManager timeManager; - //so you can't spam powers + //so you can't spam powers private int presses = 0; //for Knockback - private Rigidbody2D rb2d; + private Rigidbody2D rb2d; - - - - - - - void Start () { + public float timeScalingFactor = 1f; + + + + + + void Start () { animator = GetComponent(); rb2d = GetComponent(); @@ -111,14 +111,14 @@ void Start () { moveUp = new RaycastMoveDirection(new Vector2(-0.42809565f, .67f), new Vector2(0.42809565f, .67f), Vector2.up, platformMask, Vector2.right * parallelInsetLen, Vector2.down * perpendicularInsetLen); - moveRight = new RaycastMoveDirection(new Vector2(0.42809565f, -1.37f), new Vector2(0.42809565f, 1.37f), Vector2.right, - platformMask, Vector2.up * parallelInsetLen, Vector2.left * perpendicularInsetLen); + moveRight = new RaycastMoveDirection(new Vector2(0.42809565f, -1.77f), new Vector2(0.42809565f, 1.37f), Vector2.right, + platformMask, Vector2.up * parallelInsetLen, Vector2.left * perpendicularInsetLen); //might need another ground one for all directions for crouching and wall jumping groundDown = new RaycastCheckTouching(new Vector2(-0.42809565f, -1.37f), new Vector2(0.42809565f, 0.75f), Vector2.down, - platformMask, Vector2.right * parallelInsetLen, Vector2.up * perpendicularInsetLen, groundTestLength); - } - + platformMask, Vector2.right * parallelInsetLen, Vector2.up * perpendicularInsetLen, groundTestLength); + } + //helper function for finding our wanted and velocity directions private int GetSign(float input){ if(Mathf.Approximately(input,0)){ @@ -133,7 +133,7 @@ private int GetSign(float input){ } } - private void Update() + private void Update() { animator.SetBool("isGrounded", groundDown.DoRaycast(transform.position)); @@ -142,12 +142,12 @@ private void Update() jumpStartTimer -= Time.deltaTime; bool jumpBtn = Input.GetButton("Jump"); //if you weren't trying to jump last frame, jump! - if (jumpBtn && jumpInputDown == false) + if (jumpBtn && jumpInputDown == false) { jumpStartTimer = jumpInputLeewayPeriod; } - jumpInputDown = jumpBtn; - + jumpInputDown = jumpBtn; + if (Input.GetButtonDown("SlowButton") && presses == 0) { timeManager.UndoTime(); @@ -156,20 +156,25 @@ private void Update() } if (Input.GetButtonDown("SpeedButton") && presses == 0) - { + { timeManager.UndoTime(); //presses += 1; StartCoroutine(Speed()); } if (Input.GetButtonDown("FreezeButton") && presses == 0) - { + { timeManager.UndoTime(); //presses += 1; StartCoroutine(Freeze()); } - } + } + } + + public void UpdateScale(float scale) + { + timeScalingFactor = scale; } @@ -198,17 +203,19 @@ IEnumerator Slow() } IEnumerator Speed() - { + { yield return null; float timePassed = 0; while (timePassed < 3 && !TimePressed()) { - timeManager.Speedup(); + timeManager.Freeze(); timePassed += Time.deltaTime; yield return null; + + } timeManager.UndoTime(); presses = 0; @@ -217,7 +224,7 @@ IEnumerator Speed() } IEnumerator Freeze() - { + { yield return null; float timePassed = 0; @@ -245,7 +252,10 @@ IEnumerator Cancel() } - //this function returns true or false and starts a coroutine if it detects time inputs + + + + //this function returns true or false and starts a coroutine if it detects time inputs bool TimePressed(){ if (Input.GetButtonDown("SlowButton")) { @@ -275,6 +285,7 @@ bool TimePressed(){ return false; } + //For knockback, you're at 7:15 in the video public IEnumerator Knockback(float objectDir, float knockDur, float knockbackPwr) { @@ -289,18 +300,18 @@ public IEnumerator Knockback(float objectDir, float knockDur, float knockbackPwr timer += Time.deltaTime; //depending on the enemy's movement direction and your movement direction, you get knocked back the appropriate way - if (objectDir == -1f) - { + if (objectDir == -1f) + { rb2d.AddForce(-transform.right * knockbackPwr, ForceMode2D.Impulse); } - else if(objectDir == 1f){ + else if(objectDir == 1f){ rb2d.AddForce(transform.right * knockbackPwr, ForceMode2D.Impulse); } - else if(objectDir == 0 && velocity.x > 0){ + else if(objectDir == 0 && velocity.x > 0){ rb2d.AddForce(-transform.right * knockbackPwr, ForceMode2D.Impulse); } else if (objectDir == 0 && velocity.x < 0) - { + { rb2d.AddForce(transform.right * knockbackPwr, ForceMode2D.Impulse); } yield return null; @@ -312,132 +323,132 @@ public IEnumerator Knockback(float objectDir, float knockDur, float knockbackPwr } - - private void FixedUpdate() + + private void FixedUpdate() { Collider2D standingOn = groundDown.DoRaycast(transform.position); bool grounded = standingOn != null; - switch (jumpState) - { - case JumpState.None: - if (groundDown.DoRaycast(transform.position) && jumpStartTimer > 0) - { - jumpStartTimer = 0; - jumpState = JumpState.Holding; + switch (jumpState) + { + case JumpState.None: + if (groundDown.DoRaycast(transform.position) && jumpStartTimer > 0) + { + jumpStartTimer = 0; + jumpState = JumpState.Holding; jumpHoldTimer = 0; - velocity.y = jumpStartSpeed; + velocity.y = jumpStartSpeed; } break; case JumpState.Holding: jumpHoldTimer += Time.deltaTime; - if (jumpInputDown == false || jumpHoldTimer >= jumpMaxHoldPeriod) + if (jumpInputDown == false || jumpHoldTimer >= jumpMaxHoldPeriod) { jumpState = JumpState.None; //The Lerp function serves to basically always make sure that the player is moving at a minimum speed in the air velocity.y = Mathf.Lerp(jumpMinSpeed, jumpStartSpeed, jumpHoldTimer / jumpMaxHoldPeriod); } break; - } - - + } + + /*for horizontal movement, the player will ramp up in speed until they hit max - speed, then they will only move at max speed*/ + speed, then they will only move at max speed*/ float horizInput = Input.GetAxisRaw("Horizontal"); - if (canMove) - { + if (canMove) + { horizInput = Input.GetAxisRaw("Horizontal"); } else { horizInput = 0; - } - int wantedDirection = GetSign(horizInput); - int velocityDirection = GetSign(velocity.x); - - if (wantedDirection != 0) - { - //if you want to turn around, you turn basically instantly, hence, SnapSpeed - if (wantedDirection != velocityDirection) - { - velocity.x = horizSnapSpeed * wantedDirection; - } - else - { - velocity.x = Mathf.MoveTowards(velocity.x, horizMaxSpeed * wantedDirection, horizAccel * Time.deltaTime); - } - } - else - { - velocity.x = Mathf.MoveTowards(velocity.x, 0, horizDeccel * Time.deltaTime); - } - - if (jumpState == JumpState.None) - { - //gravity is always pulling down on the player - velocity.y -= gravity * Time.deltaTime; - } - - Vector2 displacement = Vector2.zero; - Vector2 wantedDispl = velocity * Time.deltaTime; - - if (standingOn != null) - { - //if you were standing on the same thing as lass frame, move with it - if (lastStandingOn == standingOn) - { - wantedDispl += (Vector2)standingOn.transform.position - lastStandingOnPos; - } - lastStandingOnPos = standingOn.transform.position; - } - lastStandingOn = standingOn; - - - - //for moving our character according to its velocity value - if (wantedDispl.x > 0) - { - displacement.x = moveRight.DoRaycast(transform.position, wantedDispl.x); - } - else if (wantedDispl.x < 0) - { - displacement.x = -moveLeft.DoRaycast(transform.position, -wantedDispl.x); - } - - if (wantedDispl.y > 0) - { - displacement.y = moveUp.DoRaycast(transform.position, wantedDispl.y); - } - else if (wantedDispl.y < 0) - { - displacement.y = -moveDown.DoRaycast(transform.position, -wantedDispl.y); - } - - /*this is incase our player is clipping. If our wanted displacement is not about the same - as our actual displacement, then we just flat out stop the player*/ - if (Mathf.Approximately(displacement.x, wantedDispl.x) == false) - { - velocity.x = 0; - } - if (Mathf.Approximately(displacement.y, wantedDispl.y) == false) - { - velocity.y = 0; - } - - - - animator.SetFloat("Speed", Mathf.Abs(velocity.x)); - - if (facingRight == false && velocity.x > 0) - { - Flip(); - } - else if (facingRight == true && velocity.x < 0) - { - Flip(); - } - - - //this translate function is built into Unity, and it does just that-- moves our character around + } + int wantedDirection = GetSign(horizInput); + int velocityDirection = GetSign(velocity.x); + + if (wantedDirection != 0) + { + //if you want to turn around, you turn basically instantly, hence, SnapSpeed + if (wantedDirection != velocityDirection) + { + velocity.x = horizSnapSpeed * wantedDirection; + } + else + { + velocity.x = Mathf.MoveTowards(velocity.x, horizMaxSpeed * wantedDirection, horizAccel * Time.deltaTime); + } + } + else + { + velocity.x = Mathf.MoveTowards(velocity.x, 0, horizDeccel * Time.deltaTime); + } + + if (jumpState == JumpState.None) + { + //gravity is always pulling down on the player + velocity.y -= gravity * Time.deltaTime; + } + + Vector2 displacement = Vector2.zero; + Vector2 wantedDispl = velocity * Time.deltaTime; + + if (standingOn != null) + { + //if you were standing on the same thing as lass frame, move with it + if (lastStandingOn == standingOn) + { + wantedDispl += (Vector2)standingOn.transform.position - lastStandingOnPos; + } + lastStandingOnPos = standingOn.transform.position; + } + lastStandingOn = standingOn; + + + + //for moving our character according to its velocity value + if (wantedDispl.x > 0) + { + displacement.x = moveRight.DoRaycast(transform.position, wantedDispl.x); + } + else if (wantedDispl.x < 0) + { + displacement.x = -moveLeft.DoRaycast(transform.position, -wantedDispl.x); + } + + if (wantedDispl.y > 0) + { + displacement.y = moveUp.DoRaycast(transform.position, wantedDispl.y); + } + else if (wantedDispl.y < 0) + { + displacement.y = -moveDown.DoRaycast(transform.position, -wantedDispl.y); + } + + /*this is incase our player is clipping. If our wanted displacement is not about the same + as our actual displacement, then we just flat out stop the player*/ + if (Mathf.Approximately(displacement.x, wantedDispl.x) == false) + { + velocity.x = 0; + } + if (Mathf.Approximately(displacement.y, wantedDispl.y) == false) + { + velocity.y = 0; + } + + + + animator.SetFloat("Speed", Mathf.Abs(velocity.x)); + + if (facingRight == false && velocity.x > 0) + { + Flip(); + } + else if (facingRight == true && velocity.x < 0) + { + Flip(); + } + + + //this translate function is built into Unity, and it does just that-- moves our character around transform.Translate(displacement); @@ -457,7 +468,7 @@ void Flip() } - public void KnockbackFunc(float objectDir, float knockDur, float knockbackPwr) + public void KnockbackFunc(float objectDir, float knockDur, float knockbackPwr) { StartCoroutine(Knockback(objectDir, knockDur, knockbackPwr)); } diff --git a/Project Chronograph/Assets/Scripts/Time Scripts/TimeManager.cs b/Project Chronograph/Assets/Scripts/Time Scripts/TimeManager.cs index cafb61a..9d1474b 100644 --- a/Project Chronograph/Assets/Scripts/Time Scripts/TimeManager.cs +++ b/Project Chronograph/Assets/Scripts/Time Scripts/TimeManager.cs @@ -30,10 +30,16 @@ public void Freeze() { scalingFactor = 0; + } public void UndoTime() { scalingFactor = 1f; + + } + public void zoneEffect(float zoneSpeed) + { + scalingFactor = zoneSpeed; } diff --git a/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs b/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs new file mode 100644 index 0000000..09a8a40 --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TimeZone : MonoBehaviour { + + public TimeManager timeManager; + + public float timeSpeed; + + void OnTriggerEnter2D(Collider2D other) + { + switch (other.tag) + { + case "MovingPlatform": + other.GetComponentInParent().UpdateScale(timeSpeed); + break; + case "AirEnemy": + other.GetComponent().UpdateScale(timeSpeed); + break; + case "GroundEnemy": + other.GetComponent().UpdateScale(timeSpeed); + break; + case "Player": + other.GetComponent().UpdateScale(timeSpeed); + break; + } + } + + private void OnTriggerExit2D(Collider2D other) + { + switch (other.tag) + { + case "MovingPlatform": + other.gameObject.GetComponentInParent().UpdateScale(1.0f); + break; + case "AirEnemy": + other.GetComponent().UpdateScale(1.0f); + break; + case "GroundEnemy": + other.GetComponent().UpdateScale(1.0f); + break; + case "Player": + other.GetComponent().UpdateScale(1.0f); + break; + } + } +} diff --git a/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs.meta b/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs.meta new file mode 100644 index 0000000..406be68 --- /dev/null +++ b/Project Chronograph/Assets/Scripts/Time Scripts/TimeZone.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2ebb1e4350fb9d747a30bb017ef771e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs b/Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs deleted file mode 100644 index 30c6b61..0000000 --- a/Project Chronograph/Assets/Scripts/Time Scripts/ZoneController.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ZoneController : MonoBehaviour { - - // Use this for initialization - void Start () { - - } - - // Update is called once per frame - void Update () { - - } -} diff --git a/Project Chronograph/ProjectSettings/ProjectVersion.txt b/Project Chronograph/ProjectSettings/ProjectVersion.txt index 9069a39..62410b5 100644 --- a/Project Chronograph/ProjectSettings/ProjectVersion.txt +++ b/Project Chronograph/ProjectSettings/ProjectVersion.txt @@ -1 +1 @@ -m_EditorVersion: 2018.2.10f1 +m_EditorVersion: 2018.2.15f1